Quest Vigilante Base
Wanted: Scampihorse
Level 200 wanted notice: pick up the notice at the Vigilante Base at [4,4], find the Scampihorse in the Sunktuary and bring it back to the Cold Turnkey. All the steps, the legendary hunt alternative, its spells and the method for making it vulnerable.
![Start: quest start, at [4,4] (Milicluster)](/wp-content/uploads/dofus/carte-milifutaie-4-4.webp)
What to prepare
To look for the Scampihorse in its area, bring a lot of Foggernaut Batteries, unless you take the big elevator. For the legendary treasure hunt alternative, you need the eight fragments of the Scampihorse's Map.
Lots of Foggernaut Batteriesto get around the Sunktuary up to the Abyss Room
Quest Resources, obtained along the way
1 × Scampihorse Map fragment 1/8alternative only: random drop from treasure hunt chests, by trade or at the auction house, like the other seven fragments
1 × Scampihorse Map fragment 2/8
1 × Scampihorse Map fragment 3/8
1 × Scampihorse Map fragment 4/8
1 × Scampihorse Map fragment 5/8
1 × Scampihorse Map fragment 6/8
1 × Scampihorse Map fragment 7/8
1 × Scampihorse Map fragment 8/8
The 6 quest steps
-
1Take the wanted notice
Dialogue
Go to the Vigilante Base at : enter the dojo, then take the stairs down to the basement. In the base, take the door on the right: you arrive in front of 4 wanted notice signs. Click on the top-right one, with the Scampihorse's face.
Dialogue
- “Head out questing for the Scampihorse”
![Vigilante Base, at [4,4] (Milicluster)](/wp-content/uploads/dofus/carte-milifutaie-4-4.webp)
Vigilante Base · [4,4] -
2Find the Scampihorse
Movement
The Scampihorse always appears in the Abyss Room, the very last area of the Sunktuary, next to the Merkator's Aquadome dungeon. To reach it normally, you need a lot of Foggernaut Batteries. If a group defeats it without anyone getting it as a follower character (nobody started the quest, or everyone has already completed it), it immediately respawns in the area.
The Scampihorse is not always present: once defeated, it disappears from the area for several hours before respawning.
-
3Trick: search without Foggernaut Batteries
Take the first elevator to the Splash Zone (area 1), go through the door on the right, then the door at the top: you arrive in front of the big elevator, which teleports you directly in front of the Merkator dungeon. Then go back to the Abyss Room: in this direction, the reverse of the dungeon, you search without spending any Battery. You can also teleport your whole group, if each character has already unlocked the Abyss Room exploration achievement.
The big elevator can only be used after completing Raising the Grade.
-
4Alternative: the legendary hunt
Dialogue
If you can't find it, you can capture it for certain through a legendary treasure hunt. At the Treasure Chest, assemble the Scampihorse's Map at the Desk with the 8 fragments, then start the hunt at the Drafting Table. It plays out like a classic treasure hunt, with a fight against the Scampihorse at the end.
Dialogue
- “Scampihorse's Treasure”
- “Begin”
In this fight, the Scampihorse is alone, so with no Vitality or Power penalty. All characters in the fight who have the quest get the wanted target as a follower; only the one who started the hunt receives a chest, with hunt rewards and 1 Scampihorse's Rechargeable Battery, a unique resource used in a crafting recipe.
1 × Scampihorse Map fragment 1/8to hand over
1 × Scampihorse Map fragment 2/8to hand over
1 × Scampihorse Map fragment 3/8to hand over
1 × Scampihorse Map fragment 4/8to hand over
1 × Scampihorse Map fragment 5/8to hand over
1 × Scampihorse Map fragment 6/8to hand over
1 × Scampihorse Map fragment 7/8to hand over
1 × Scampihorse Map fragment 8/8to hand over
-
5Defeat the Scampihorse
Combat
The Scampihorse is invulnerable for the whole fight. With Riveter, it places 3 to 4 blue glyphs around the character it hits: place three characters on three different glyphs and it loses its invulnerability for 1 turn, at the start of its turn. Repeat every turn to keep it that way. With one dead character, two are enough; with two or more dead, just one. Each monster accompanying it weakens it: the Ad Hoc Allies state removes 2,000 Vitality and 50 Power for each monster with it.
Never apply the Gravity state to it: it stops placing glyphs and, if it was vulnerable, it immediately becomes invulnerable again.
Scampihorsefight · level 200 · 30,000 HP · 12 AP · 5 MP
-
6Deliver the Scampihorse to the Cold Turnkey
Items · Cold Turnkey
After the victory, the Scampihorse follows you as a follower character, provided you started the quest. Go back to the Vigilante Base: dojo, stairs, door on the right to the wanted notices room, then right again to go down into the prison. Talk to the Cold Turnkey: the Scampihorse leaves your group and the quest ends. It then appears in a cage, in the room on the left, with the other captured wanted targets.
Dialogue
- “Deliver the Scampihorse”
The fights
Level 200
In the Abyss Room, Sunktuary: 30,000 HP, 12 AP and 5 MP. Resistances: 40% Neutral, 10% Earth, 30% Fire, 15% Water, 25% Air. He teleports, reduces the duration of your effects, pulls and pushes back, applies erosion and removes MP. He hits very hard with Water by teleporting 2 Range away diagonally, very hard with Fire in a circle of radius 2 around him, and with Earth and Air only in a line, at short range.
-
Ad Hoc Allies
State shared by all wanted targets: 2,000 less Vitality and 50 less Power, with no duration limit, for each monster with him. Alone, he has no penalty.
-
Hostility effect
Cast from the start of the fight: it gives the Scampihorse the Invulnerable state, with no duration limit.
-
Percussion
Pulls the target into contact, whacks for 450 Air damage, then pushes it back 5 cells while pulling itself onto it. Applies a 50% erosion poison for 1 turn, non-dispellable and cumulative, which triggers on each push damage taken in melee. In a line up to 4 Range, 2 times per turn and 1 times per target.
-
Rupture
Whacks for 900 Fire damage in a circle of radius 2 around him. Removes 2 MP for 1 turn from Unmovable characters in contact with him; other characters in contact with him are pushed back 4 cells. Once per turn.
-
Drilling
Teleports and whacks for 1000 Water damage, and removes 1 turn of duration from the effects (2 on a critical hit) of characters on the cells adjacent to its arrival. Diagonal only, at exactly 2 Range, no line of sight needed, once per turn.
-
Riveter
Whacks for 500 Earth damage as life steal and places up to 4 blue glyphs of one cell for 1 turn, in different patterns around the target. Removes the Rivet and Plasmid effects from everyone. A character who ends their turn on a glyph becomes Unmovable for 1 turn, is healed for 200 HP and loses 200 Power for 2 turns. In a line up to 4 Range, once per turn, never in the Gravity state.
-
Plasmid
Triggers each time a character ends their turn on a blue glyph. The first puts all the others in the Big Brother state for 1 turn; the second puts those who are Big Brother in the Little Sister state for 1 turn. The third to reach a glyph is therefore Little Sister.
-
Rivet
Cast at the start of the Scampihorse's turn if a Little Sister character is on a blue glyph: the Scampihorse becomes vulnerable for 1 turn. It doesn't cast it if it is in the Gravity state, and applying Gravity to it while it is vulnerable makes it invulnerable again immediately.
-
Orphanage and Fratricide
Orphanage hits all your characters and triggers Fratricide as soon as an ally dies. The first death puts all your characters in the Big Brother and Woebegone states, with no duration limit: two characters on the glyphs are enough. A second death, or more, puts all the Big Brothers in Little Sister with no duration limit: a single character on a glyph is enough.
-
Tip: stand away from walls
If the cells planned for a glyph are not free, he doesn't place it, and at least 3 are needed to make him vulnerable: a turn lost. Place your characters with no wall or empty cell within a radius of 2 around them.
-
Tip: three glyphs each turn
If you can't kill him in one turn, place three characters on three glyphs even when he is vulnerable: he will be vulnerable again at the start of his next turn.
-
Tip: sacrifice one or two characters
One death brings the unlocking down to two characters, two deaths to just one: useful if his glyphs often fall into the scenery. Below 8, take Sidekicks and sacrifice them right away to have fewer characters to place.
The rewards
XP and 2,040 Wantoken, according to the game data.
2040 × Wantoken
Related quests
The quest does not unlock any other quest. It counts toward three achievements: Scampihorse, Dead or Alive and Supervillain Sweep. The last two also include Wanted: the Gumans, Wanted: Dumsh and Wanted: Poison Amy.
Achievements · Wanted Notices
Scampihorse
Capture and turn in Scampihorse.
Last quest of the achievement. All achievements
Achievements · Wanted Notices
Supervillain Sweep
Capture the villains wanted by the Amakna militia and the Krosmoz Vigilantes.
- Wanted: Veg MenLvl. 30
- Wanted: DumshLvl. 60
- Wanted: Poison AmyLvl. 140
- Wanted: ScampihorseLvl. 200
Achievement completed? What's next
Prison DimensionWanted Notices · 9 quests · levels 100 to 200Start with Wanted: Beeteloot
Achievements · Vigilantes
Dead or Alive
Defeat the following supervillains:
- Wanted: Veg MenLvl. 30
- Wanted: DumshLvl. 60
- Wanted: Poison AmyLvl. 140
- Wanted: ScampihorseLvl. 200
Last quest of the achievement. All achievements
Where does the quest Wanted: the Scampihorse start?
In the wanted notices room of the Vigilante Base, at . Enter the dojo, go down to the basement, take the door on the right and click on the top-right sign. You must be at least level 180.
Where to find the Scampihorse?
Always in the Abyss Room, the last area of the Sunktuary, next to Merkator's Aquadome. Once defeated, it disappears for several hours.
Can you look for it without Foggernaut Batteries?
Yes, with the big elevator, available after Raising the Grade: it leads in front of the Merkator dungeon, and you just have to go back to the Abyss Room.
How to make the Scampihorse vulnerable?
By placing three characters on three of his blue glyphs. He becomes vulnerable for 1 turn at the start of his turn. Two characters are enough if an ally is dead, just one if two are.
Why does the Scampihorse stay invulnerable?
Often because of the Gravity state, or missing glyphs. In Gravity, it stops placing glyphs and doesn't cast Rivet; and if there is not enough room for 3 glyphs, the turn is lost.
I can't find the Scampihorse, what should I do?
Go through the legendary treasure hunt. Assemble the Scampihorse's Map with its 8 fragments at the Treasure Chest at , then start “Scampihorse's Treasure” at the Drafting Table.
What does the quest give?
Experience and 2,040 Wantoken. It also counts toward the Scampihorse, Dead or Alive and Supervillain Sweep achievements.
Comments
No comments yet. A tip, or a detail about this page? Be the first.